Thanks to everyone that pointed it out to me here and in the GAMMA discord, mods that edit the same files, in this case CoreVariables.cfg, end up conflicting. I'm currently investigating a solution/waiting for the community to find one.
An example of mods that touch that file are stamina related mods.
Edit: A tool to merge configs has been released by a fellow modder, please go check it out and use it for merging this mod's changes to other mods! https://github.com/Zweite93/Stalker2PakCfgMergeTool
Now that this is released, I'll be using it on my playthrough to be the guinea pig (alongside the rest of you), in order to find out if this has any adverse affects to the AI and whatnot. Wish us luck!
Edit 1: Played with the 4x longer version for 5 hours and so far no issues, you still get enemy encounters throughout the zone and A-life seems to be working just as before (albeit its still dogshit as confirmed by the devs). I was already past the
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lesser zone into the north checkpoint
when I activated the mod, it remains to be seen if you can toggle it on during the prologue.
Ok. Found 1 issue. This does affect random encounter missions where you will be required to escort persons. I'm using 12x and the person I'm supposed to escort did not move from his location until I disabled the mod. Only then did he move and I'm able to complete the objective.
So yes, I'd say this might have severe impact on AI where certain missions are involved because their AI may be linked to vanilla time and when the time dilation effect of this mod comes into the picture, either (a) their AI completely stops working or (b) is processed according to the time dilation resulting in such missions stalling completely and you being unable to complete them.
What it does not appear to affect at this time are the main missions where you have to go to point A, B, C, etc., fetch something, etc.
I also had a similar issue to volrath77, there is a quest in the Garbage that involves escorting and guiding an NPC out of an anomaly field, the NPC didn't move at all, but moved fine when playing vanilla.
I've done two escort missions and it worked fine, I'm wondering if its a game bug at this point, but hey if removing the mod temporarily works, that's good news at least
yes please update and fix the mod not working anymore after it initially worked. also i am wondering about the conflict with a-life extended/axxis stealth mod.
I started with 4H but it was still too fast, so at the end I put 24H wich is 1:1, right? Well with 1.2.1v of the game it doesn't work. When you are in the PDA the minutes run like crazy :S
Is there any chance you could make a 24 hour daylight mod? No night at all. I’m 73 years old and have a hard time seeing who is shooting at me at night. Enemy movement in the dark is hard to follow and I have to aim at muzzle flashes.
Don’t think of it as cheating, think of it as elderly assistance!
This game is hard enough without visual difficulties. I usually play at a standard experience level but I had to downgrade Stalker2 to “Rookie” level. Embarrassing!
Don't worry, it's not embarrassing. I'm 19, young super pro ultra gamer who started the game at Veteran, but had to lower the difficulty during certain moments in story aswell. Good hunting stalker.
Actually that is something i have thought about many times that, if im gonna be retired im just gonna chill and play games. It seems like a perfect age for that, because when you're young, well you have to study, develop etc. Then you have to work. But when you've basically survived adulthood and are elderly? Well hell yeah its time to do the non-productive fun stuff
I tried to use longer days before the new years and it messed up the random NPC spawn rates with Shay's A-Life mod, does anyone know if this still happens? I had extended hours days and NPC doesn't spawn anymore in the wild because I think their spawn rates were set as 1x day cycle.
Just want to a warn people that removing this mod (after using it for some time) introduces a bunch of weird stuff. Mainly enemies dying by themselves. So If you want this mod, you probably should be ready to keep it until the end of the game.
I was using the 3h version, it was fine throuhout half of the game, but the moment I uninstalled the mod all kinds of weird stuff started happening.
Spoiler:
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I thought that because generated quests (that bartenders give you) need some time appear again, I might get them faster if I return back to the vanilla day/nigh cycle. And I was right to some extent.
First of all, after I loaded my save, I've got two bandits spawned right behind me (right next to two dutiers, this was at the base of the Duty). They started running away and died in few seconds.
I thought it was funny, picked up their loot and went to the bartender to sell it. Surprisingly he could suggest me few quests again. It's kinda suspecious because finished another quest few minutes ago before saving an quiting to remove the mod. So it feels like the game has fast forwarded few days.
Then, at the base's entrance an enemy has spawned and some of dutiers went after it, but whatever it was it died in few seconds so the dutiers just stoppend and remained in the field.
Then I went to the basement (or whatever it is under the base) where was a bloodsucker that roared and just died in few seconds.
Overall, I'm not sure what other kinds glitches removal of this mod could introduce (and honestly I'm not willing to sacrifice my 150h savefile to find out), so I've just put the file back and it seems to be working fine. I guess once you install this mod you better stick with it till the end of the game.
Huh. Interesting. I recently removed this mod and installed another, supposedly updated to newest game version, but noticed that the time runs faster than it should and I found few dropped weapons where I think some NPCs were supposed to be.
I'm using 24hrs version basically since the release of S2 and it works flawless ever since. But what I did was to change load priority by adding a few more "z" infront of the file's name to make sure it's the very last file in my mod folder.
311 comments
An example of mods that touch that file are stamina related mods.
Edit: A tool to merge configs has been released by a fellow modder, please go check it out and use it for merging this mod's changes to other mods!
https://github.com/Zweite93/Stalker2PakCfgMergeTool
Edit 1: Played with the 4x longer version for 5 hours and so far no issues, you still get enemy encounters throughout the zone and A-life seems to be working just as before (albeit its still dogshit as confirmed by the devs). I was already past the
So yes, I'd say this might have severe impact on AI where certain missions are involved because their AI may be linked to vanilla time and when the time dilation effect of this mod comes into the picture, either (a) their AI completely stops working or (b) is processed according to the time dilation resulting in such missions stalling completely and you being unable to complete them.
What it does not appear to affect at this time are the main missions where you have to go to point A, B, C, etc., fetch something, etc.
a 6 hr cycle would be great too
https://www.nexusmods.com/stalker2heartofchornobyl/mods/410?tab=description
flashes.
Don’t think of it as cheating, think of it as elderly assistance!
This game is hard enough without visual difficulties. I usually play at a standard experience level but I had to
downgrade Stalker2 to “Rookie” level. Embarrassing!
Actually that is something i have thought about many times that, if im gonna be retired im just gonna chill and play games. It seems like a perfect age for that, because when you're young, well you have to study, develop etc. Then you have to work. But when you've basically survived adulthood and are elderly? Well hell yeah its time to do the non-productive fun stuff
I was using the 3h version, it was fine throuhout half of the game, but the moment I uninstalled the mod all kinds of weird stuff started happening.
I thought that because generated quests (that bartenders give you) need some time appear again, I might get them faster if I return back to the vanilla day/nigh cycle. And I was right to some extent.
First of all, after I loaded my save, I've got two bandits spawned right behind me (right next to two dutiers, this was at the base of the Duty). They started running away and died in few seconds.
I thought it was funny, picked up their loot and went to the bartender to sell it. Surprisingly he could suggest me few quests again. It's kinda suspecious because finished another quest few minutes ago before saving an quiting to remove the mod. So it feels like the game has fast forwarded few days.
Then, at the base's entrance an enemy has spawned and some of dutiers went after it, but whatever it was it died in few seconds so the dutiers just stoppend and remained in the field.
Then I went to the basement (or whatever it is under the base) where was a bloodsucker that roared and just died in few seconds.
Overall, I'm not sure what other kinds glitches removal of this mod could introduce (and honestly I'm not willing to sacrifice my 150h savefile to find out), so I've just put the file back and it seems to be working fine. I guess once you install this mod you better stick with it till the end of the game.
Still great mod though. Thanks!
I recently removed this mod and installed another, supposedly updated to newest game version, but noticed that the time runs faster than it should and I found few dropped weapons where I think some NPCs were supposed to be.
Maybe this can help others to get it working.
24 is default.
1 is realtime.
Easy to modify with an editor, if there is already a merged_mod.pak-file because of other mods.